I was asked to pitch our project to an audience of game designers and other developers yesterday. It was a successful presentation and I have a very good feeling about getting funded. I think "Bigguns" is going to be hard to make and somewhat hard to sell - since its weapons are non-lethal - but it is starting to grow into something I really like. Something uniquely original and vivid. We're moving it from the realistic to the absurd, which works well for the game.

What worries me a bit is the coder role, since I can't seem to find someone in my area of Germany (or willing to move to Lower Saxony), in order to work on the project; it's required for the funding that we work locally. However, there can be exceptions made.

Overall, I am really glad to get back to some creative work now, because the past weeks were filled with calculating budget and local effect, getting licenses and certificates and writing countless pages for the application for funding. This took my mind off game design and development for longer than I thought it would. However, it also gave some new impulses, which I have to process into content now. I'm quite happy with not having made a public profile of the game yet, because the game design is still evolving and lots of things are changing.

I think by the end of the year, we'll have a profile and possibly a project to work on and invite others to work on. I hope to make it to the final prototype within a year and from there to the final product and to crowdfunding that project. Then we can start paying more people and expand the team a little, hopefully.

This is gonna be one hell of work for currently only 3 people...

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